To make glass objects render faster and cleaner in Cycles render engine, we can adjust glass material processing by the number of beam bounces.
Continue reading “Glass shader tuning for Cycles render engine”
Blender 3D: tutorials, articles, tips, notes
To make glass objects render faster and cleaner in Cycles render engine, we can adjust glass material processing by the number of beam bounces.
Continue reading “Glass shader tuning for Cycles render engine”
A set of fully procedural stylized eye shaders opened in the BIS library.
The official Blender documentation provides a method to get the “Specular” value for the PBR-material reflections if the “IOR” value is known. To get the “Specular” value from the “IOR” value, we can use the following equation:
It is not difficult to create it with nodes:
In Blender Cycles using common lamps we can illuminate objects with any texture, not just a single color.
Add an object, for example – sphere, to the scene:
shift+a – Mesh – UVSphere
and set a simple diffuse shader to it.
Except for the “Gradient Texture” node, we can obtain a gradient factor by using some simple equations. Look for the mathematics with a spherical gradient sample.
Can be created based on a downward-facing cone equation.
Pack with nine procedural stylized eyeballs materials.
Materials are ready to render with Blender “Cycles” and “Eevee” render engines right away.
The simplest way to pixelate texture, procedural or not – get the color from the single pixel and fill the region with required width and height (resolution) with this color.
Here is the gradient texture with red – green – blue colors:
To pixelate it with the first step of resolution we can make some vectors manipulations.
Sample of using circles pattern from the BIS material library:
Making beautiful water splashes and drops and setting up a procedural water shader.
By Vitaly Sokol